Fix aiming at buildings

Render bounds stretch under the floor for some reason, and apparently those npcs do have proper hitboxes we can aim at, so do it
This commit is contained in:
BenCat07 2020-10-31 15:22:27 +01:00 committed by LightCat
parent bcf774624a
commit 621979bd9c
2 changed files with 2 additions and 9 deletions

View File

@ -1142,9 +1142,7 @@ const Vector &PredictEntity(CachedEntity *entity)
// NPCs (Skeletons, merasmus, etc)
else if (entity->m_Type() == ENTITY_NPC)
{
auto mins = RAW_ENT(entity)->GetCollideable()->OBBMins();
auto maxs = RAW_ENT(entity)->GetCollideable()->OBBMaxs();
result = RAW_ENT(entity)->GetCollideable()->GetCollisionOrigin() + (mins + maxs) / 2.0f;
result = entity->hitboxes.GetHitbox(std::max(0, entity->hitboxes.GetNumHitboxes() / 2 - 1))->center;
}
// Other
else

View File

@ -1075,12 +1075,7 @@ bool VisCheckEntFromEntVector(Vector startVector, CachedEntity *startEnt, Cached
Vector GetBuildingPosition(CachedEntity *ent)
{
// Get the collideable origin of ent and get min and max of collideable
// OBBMins and OBBMaxs are offsets from origin
auto raw = RAW_ENT(ent);
Vector min, max;
raw->GetRenderBounds(min, max);
return (min + max) / 2 + raw->GetCollideable()->GetCollisionOrigin();
return ent->hitboxes.GetHitbox(std::max(0, ent->hitboxes.GetNumHitboxes() / 2 - 1))->center;
}
bool IsBuildingVisible(CachedEntity *ent)